What was your strategy?

One "complaint" about SotM that you often here is that the choices are obvious. Well, I was curious to see if that was true, and if everyone plays the same way. Each week, I will post a random game, and I would like to see how everyone approached the battle given the same situation. Obviously, there is no way to make sure everyone gets the same cards at the same time, but let's keep the situation as close as possible, by keeping the same heroes in the same order. If you have less than five players, just don't use the heroes in extra slots.

For each game, start your post by saying whether you played on advance or not, and how many players you had. However, do not state the outcome in the beginning. If you can, explain how the gameplay went, and what strategy you were trying to use. At the end, put down whether you were victorious or not.

 

Week 1 

The Dreamer VS 1) Tachyon 2) Mr. Fixer 3) Unity: Golem 4) Tempest: Freedom 5) Dark Watch Expatriette IN The Final Wasteland

One thing that is really important to the argument and countering it is:

What were the cards in your hand?

The big argument is that there was no choice to be made.   That requires one card to be the clear better choice and X targets to be the clear better targets.  To be able to analyze this, we need to know what cards were in the player's hand when they made their decision so we can see if there really were other options that could be equally or differently effective.

Does knowing the villain and their deck alter this in a positive (more choices or more meaningful choices) or negative (less choices, or less meaningful choices) direction?  Does knowing that Citizen Dawn could have a Devestating Aurora waiting for you make your choices more or less important or have no change?

Does knowing your hero deck alter this in a positive or negative direction?

 

For my opinions on this there are plenty of choices to be made.  Especially if you talk with your teammates.  Should I take out the big guy or multiple little guys?  Should I deal a bit of damage this round because I can potentially do more next round, or do I go all-out now?  Do we destroy the current environment card or a villain ongoing?  Do you destroy an ongoing or do damage? 

If you talk with your teammates, the choices may boil down a bit because they can take care of something that allows you to make a different, more effective play.  And, if you go for the "optimum" play, that will reduce your options even more.  But this is true with any game, not just SotM.

Knowing the villain means you may want to hold a card back in case of emergencies, or avoid destroying one ongoing because it isn't as harmful as another potential ongoing.  So it seems to me this is adding more choices.

Knowing the hero means you can save up some cards for a strong combo later instead of using the simple "this looks best at this moment" play strategy.  Save up those "Eye on the Prize" cards for a round with "Hunter Hunted" instead of using them right away.  Again, more choices with more knowledge of your hero.

In the end, I suspect the people who feel there were no choices to be made didn't know their characters or the villains and went for the immediate best play for now.  Which means their judgement that the game didn't have choices was flawed by their lack of experience with the game.

The people that make the "no choices" comments often refer to damage as if it's always the best thing to do. They claim the options are "do 2 damage or 3 damage" and don't seem to acknowledge that damage is only part of the game.

If you're damage-fixated like that, many of the cards in your hand will be essentially dead, because you'll discount anything that doesn't just punch the villain in the face. And then you're much more likely to claim that the choices aren't meaningful if you're ignoring the "mess up the villain" and "help your teammates" cards in favour of "do 2 damage" and "do 3 damage" cards.

It would be fun to do an actual play video where players explain why they are doing what they're doing, to give insight into the decision-making process.

I personally spend what is probably an unnecessary amount of time agonising over decisions in pretty much every game (as the G+ players will tell you).

That's kind of what we are doing with the video game live streams. It's pretty fun so far!

Tales of the Strategic Ronway

1 player, non-advanced.

Episode 1

The Dreamer Versus Tachyon, Mister Fixer, and Golem Unity in The Final Wasteland

The Dreamer's starting Projections are Tooth Faiy, Treacherous Ape, and Treacherous Ape.

Tachyon's starting hand consist of Research Grant, Pushing the Limits, HUD Goggles, and Nimble Strike.

Mister Fixer's starting hand consist of Grease Gun. Meditation, Tire Iron, and Bloody Knuckles.

Golem Unity's starting hand consist of Bee Bot, Platform Bot, Scrap Metal, and Inspired Repair.

Round 1

The Dreamer plays The Toy Master. Tooth Fairy makes each play discard a card. Tachyon discard Research Grant, Mister Fixer discards Tire Iron, and Golem Unity discards Bee Bot.

Start of Tachyon's turn, Treacherous Ape deals 2 damage to Tachyon (25) and Treacherous Ape deals 2 damage to Tachyon (23). Tachyon plays HUD Goggles. Tachyon plays Pushing the Limits. Tachyon plays Nimble Strike, dealing 1 damage to a Treacherous Ape (1). Tachyon draws Nimble Strike. Tachyon uses Rapid Recon, revealing and discarding Lightning Reflexes. Tachyon draws Pushing the Limits and Fleet of Foot.

Start of Mister Fixer's turn, Treacherous Ape deals 2 damage to Mister Fixer (26) and Treacherous Ape deals 2 damage to Mister Fixer (24). Mister Fixer plays Grease Gun.

Golem Unity uses Golem-Spawn, dealing herself 4 damage (21) to put Platform Bot into play. Golem Unity draws Supply Crate. At the end of Golem Unity's turn, Platform Bot deals 3 damage to Tooth Fairy (X).

The Final Wasteland plays Amphibious Chupacabra.

Round 2

The Dreamer plays Illusionary Demon.

Start of Tachyon's turn, Tachyon deals 2 damage to herself (21) to keep Pushing the Limits into play. Tachyon plays Nimble Strike, dealing 1 damage to Treacherous Ape (X). Treacherous Ape destroys Grease Gun. Tachyon draws Hyper Sonic Assault. Tachyon plays Fleet of Foot, Tachyon draws Synaptic Interruption, Mister Fixer draws Dual Crowbars, and Golem Unity draws Robot Reclamation. Tachyon plays Synaptic Interruption. Tachyon uses Rapid Recon, revealing and replacing Research Grant. Tachyon draws Research Grant and Accelerated Assault.

Start of Mister Fixer's turn, Treacherous Ape deals 2 damage to Mister Fixer (22). Mister Fixer plays Dual Crowbars. Mister Fixer usis strike, deals 2 damage to The Toy Master (3) and Treacherous Ape (X). Treacherous Ape destroys HUD Goggles. Mister Fixer draws Grease Monkey Fist.

Golem Unity plays Supply Crate. Golem Unity draws Raptor Bots. Golem Unity uses Golem Spawn to deal 4 damage to herself (17) and puts Raptor Bot into play. Golem Unity draws Flash Forge. End of Golem Unity's turn, Platform Bot deals 3 damage to the Toy Master (X). Raptor deals 3 damage to Illusionary Demon (2).

The Final Wasteland plays Mongolian Deathworm. Amphibious Chupacabra deals 2 damage to Illusionary Demon (X). Illusionary Demon destroys Synaptic Interruption.

Round 3

Start of The Dreamer's turn, The Dreamer destroys Pushing the Limits and then flips. The Dreamer plays Night Terrors, The Dreamer deals all non-villain targets 1 damage; Tachyon (20) Mister Fixer (21), Golem Unity (16), Raptor Bot (1), Amphibious Chupacabra (5), and Mongolian Deathworm (7). End of The Dreamer's turn, The Dreamer deals all non-villain targets 1 damage; Tachyon (19), Mister Fixer (20), Golem Unity (15), Raptor Bot (X), Amphibious Chupacabra (4), Mongolian Deathworm (6). The Dreamer plays Dark Hero.

Tachyon plays Pushing the Limits and Research Grant. Tachyon uses Research Grant, drawing Accelerated Assault and Hypersonic Assault. Tachyon discards Accelerated Assault. Tachyon draws Sonic Vortex and Lightspeed Barrage.

Mister Fixer plays Bloody Knucles. Mister Fixer uses Strike, dealing 3 damage to the Dark Hero (2) and 2 damage to Amphibious Chupacabra (X). Mister Fixer draws Riveting Crane.

Start of Golem Unity's turn, Golem Unity destroys Supply Crate and draws Construction Pylon and Flash Forge. Golem Unity plays Flash Forge, discarding Flash Forge, Scrap Metal, and Robot Reclaimation to find Stealth Bot, Swift Bot, and Raptor Bot. Golem Unity uses Golem Spawn to deal 4 damage to herself (11) and put Stealth Bot into play. Golem Unity draws Construction Pylon. End of Golem Unity's turn, Platform Bot deals 2 damage to Dark Hero (X).

Start of The Final Wasteland's turn, Mongolian Deathworm deals 5 and 5 damage to Mister Fixer (10) and 3 and 3 to Tachyon (13). Mongolian Deathworm is shuffled into the Environment deck. The Final Wasteland plays New Jersey Devil. End of The Final Wasteland's turn, New Jersey Devil deals 1 damage to Platform Bot (2) and Stealth Bot (4).

Round 4

The Dreamer Plays Whipacorn. End of The Dreamer's turn, The Dreamer deals 1 damage New Jersey Devil (3), all damage that would be dealt to Hero Targets is redirected to Stealth Bot for no damage. The Dreamer plays Grotesque Arachnoid.  Whipacorn's damage is redirected to Stealth Bot for no damage. Grotesque Arachnoid's damage is redirects to Stealth Bot (2).

Start of Tachyon's turn, Tachyon deals 2 damage to herself (11) to keep Pushing the Limits. Tachyon plays Sonic Vortex, dealing 3 damage to New Jersey Devil (1), Whipacorn (4), and Grotesque Arachnoid (5). Tachyon plays Hypersonic Assault, dealing 1 damage to New Jersey Devil (X), Whipacorn (3), Grotesque Arachnoid (4), and The Dreamer (5). Tachyon uses Research Grant, drawing HUD Goggles and Accelerated Assault. Tachyon discards Accelerated Assault. Tachyon Draws Quick Insight and Nimble Strike.

Start of Mister Fixer's turn, Bloody Knucles is destroyed. Mister Fixer plays Meditation, putting Driving Mantis into play. Mister Fixer draws Pipe Wrench.

Golem Unity plays Inspired Repair, drawing Powered Shockwave. Plays Construction Pylon. Heals 3 HP for Platform Bot (3) and Stealth Bot (5). Golem Unity uses Construction Pylon to put Raptor Bot and Swift Bot into play. Golem Unity draws Platform Bot and Turret Bot. End of Golem Unity's turn, Platform Bot deals 3 damage to Whipacorn (X). Raptor Bot deals 5 damage to Grotesque Arachnoid (X). 

The Final Wasteland plays New Jersey Devil. End of The Final Wasteland's turn, New Jersey Devil deals 2 damage to Platform Bot and Raptor Bot's damage is redirected to Stealth Bot (3).

Round 5

The Dreamer plays Granite Oni. End of The Dreamer's turn, The Dreamer plays Projection Paralysis so Golem Unity cannot play cards. Granite Oni deals 1 damage to Platform Bot (1).

Start of Tachyon's turn, Tachyon deals 2 damage to herself (9) to keep Pushing the Limits.Tachyon plays HUD Goggles. Tachyon plays Quick Insight, drawing Synaptic Interruption, Lightspeed Barrage, and Lightning Reflexes. Tachyon discards Accelerated Assault and Hypersonic Assault. Tachyon plays Nimble Strike, dealing 0 damage to Granite Oni (6). Tachyon draws Blinding Speed. Tachyon plays Synaptic Interruption. Tachyon uses Research Grant, drawing Hypersonic Assault and Blinding Speed. Tachyon discards Blinding Speed. Tachyon draws Quick Insight and Sucker Punch.

Mister Fixer uses Strike, dealing 1 damage to Granite Oni (5) and 2 damage to New Jersey Devil (2). Mister Fixer draws Salvage Yard.

Golem Unity deals 4 damage to herself (7) to put Turret Bot into play. Golem Unity draws Modular Workbench and Robot Reclaimation. End of Golem Unity's turn, Platform Bot deals 3 damage to New Jersey Devil (X). Raptor Bot deals 5 damage to Granite Oni (X).

The Final Wasteland plays Amphibious Chupacabra. Amphibious Chupacabra deals 1 damage to Platform Bot, which is redirected to Stealth Bot (2) instead.

Round 6

The Dreamer palys Violent Nightmares, revealing Whipacorn. The Dreamer deals 1 damage to Amphibious Chupacabra (5) and all damage to Heor targets is redirected to Stealth Bot for no damage. Whipacorn deals 1 damage to Mister Fixer, who redirects it at Whipacorn (6).

Tachyon deals 2 damage to herself (7). Plays Quick Insight, drawing Sucker Punch, Sonic VOrtex, and Sucker Punch. Discards Suck Punch and Sucker Punch. Plays Sonic Vortex, dealing 3 damage to The Toy Master (2), Whipacorn (3), and Amphibious Chupacabra (4). Tachyon plays Sucker Punch, destroying The Toy Master. Tachyon uses Research Grant, drawing Lightspeed Barrage and HUD Goggles, Discards Blinding Speed. Draws Supersonic Response and Blinding Speed.

Mister Fixer plays Salvage Yard. Mister Fixer uses Strike, dealing 2 damage to Amphibious Cupacabra (2) and himself, which he redirects at the Amphibious Chupacabra (X).

Turret Bot deals 3 damage to Whipacorn (X). Plays Robot Reclaimation, puts Raptor Bot from the trash and places it ontop of her deck, then draws it. Plays Construction Pylon, uses it to put Platform Bot and Raptor Bot into play. draws Volatile Parts and Platform Bot. Platform Bot deals 3 damage to Mister Fixer (7). Raptor Bot deals 8 damage to Mister Fixer (X). Platform Bot deals 3 damage to Tachyon (4). Raptor Bot deals 8 damage to Tachyon (X).

The Final Wasteland plays Rat Beast. Rat Beast deals 2 damage to Unity, which is redirected to Stealth Bot (1).

Round 7

6 Projections under The Dreamer, Golem Unity wins.

Great ending.

Thank you, I do what I can.